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CN101001678B - SIP based VOIP multiplayer network games - Google Patents

SIP based VOIP multiplayer network games Download PDF

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CN101001678B
CN101001678B CN2005800049002A CN200580004900A CN101001678B CN 101001678 B CN101001678 B CN 101001678B CN 2005800049002 A CN2005800049002 A CN 2005800049002A CN 200580004900 A CN200580004900 A CN 200580004900A CN 101001678 B CN101001678 B CN 101001678B
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CN101001678A (en
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A·阿查里雅
A·辛格
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Activision Publishing
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    • GPHYSICS
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    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q50/00Information and communication technology [ICT] specially adapted for implementation of business processes of specific business sectors, e.g. utilities or tourism
    • G06Q50/10Services
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/85Providing additional services to players
    • A63F13/87Communicating with other players during game play, e.g. by e-mail or chat
    • A63F13/12
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
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    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/795Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L12/00Data switching networks
    • H04L12/28Data switching networks characterised by path configuration, e.g. LAN [Local Area Networks] or WAN [Wide Area Networks]
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L65/00Network arrangements, protocols or services for supporting real-time applications in data packet communication
    • H04L65/1066Session management
    • H04L65/1101Session protocols
    • H04L65/1104Session initiation protocol [SIP]
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L65/00Network arrangements, protocols or services for supporting real-time applications in data packet communication
    • H04L65/40Support for services or applications
    • H04L65/403Arrangements for multi-party communication, e.g. for conferences
    • H04L65/4038Arrangements for multi-party communication, e.g. for conferences with floor control
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L67/00Network arrangements or protocols for supporting network services or applications
    • H04L67/01Protocols
    • H04L67/131Protocols for games, networked simulations or virtual reality
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/40Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
    • A63F2300/407Data transfer via internet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
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    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/57Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of game services offered to the player
    • A63F2300/572Communication between players during game play of non game information, e.g. e-mail, chat, file transfer, streaming of audio and streaming of video

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Abstract

This invention is directed to a system and method for the close coupling of Session Initiation Protocol (SIP) based Voice over Internet Protocol (VoIP) with multiplayer network games. Game state dependent voice communications are used as another method of player interaction in the game environment. The system uses SIP enhanced game servers and conference servers with audio mixing capabilities, andthe game server controls the creation, maintenance and changing of the voice conferences. Participation in a voice conference is determined by the game state features associated with each player including distance and direction to determine how the voices are mixed in a voice conference.

Description

基于SIP的VOIP多玩家网络游戏 SIP-based VOIP multi-player online game

技术领域technical field

本发明涉及基于网络的计算机游戏领域。更具体地说,本发明涉及使用会话启动协议(SIP)来集成IP语音传输(VoIP)以增强基于网络的多玩家游戏The present invention relates to the field of network-based computer games. More specifically, the present invention relates to the use of Session Initiation Protocol (SIP) to integrate Voice over IP (VoIP) to enhance network-based multiplayer games

背景技术Background technique

多玩家网络游戏已变得日益流行。这些游戏跨计算机网络(例如因特网或万维网)来参加,并允许大量地理位置分散和遥远的用户同时参与一个游戏。参与游戏要求为每个参与者维护游戏状态。由于游戏环境是动态的,这些游戏状态包括用户加入游戏、参与和离开游戏的资格。此外,这些游戏提供了在游戏环境中的用户之间的交互。Multiplayer online games have become increasingly popular. These games are played across a computer network, such as the Internet or the World Wide Web, and allow a large number of geographically dispersed and remote users to simultaneously participate in one game. Participating in a game requires maintaining game state for each participant. Since the game environment is dynamic, these game states include the user's eligibility to join, participate, and leave the game. Additionally, these games provide for interaction between users within the gaming environment.

传统上,这些交互限于预先定义的游戏动作,如射击、奔跑、搏斗和文本消息传递。为数不多的网络游戏系统最近尝试在游戏参与者之间提供少许语音通信。语音功能方便了玩家之间的交谈,但是语音交谈不是基于游戏上下文的。例如,语音通信被用作玩家之间的消息传递机制,以代替文本消息传递。通常,语音消息传递完全超出了游戏的范围和作用,并且是用户独立于游戏启动的。此外,尽管VoIP被用于为这些交谈提供方便,VoIP的使用是很有限的,未能利用VoIP的全部潜力和功能。Traditionally, these interactions have been limited to pre-defined game actions such as shooting, running, fighting, and text messaging. A handful of online gaming systems have recently attempted to provide a modicum of voice communication between game participants. The voice function facilitates conversation between players, but the voice chat is not based on the game context. For example, voice communication is used as a messaging mechanism between players in place of text messaging. Often, voice messaging is completely outside the scope and role of the game, and is initiated by the user independently of the game. Furthermore, although VoIP is used to facilitate these conversations, the use of VoIP is limited and fails to utilize the full potential and functionality of VoIP.

传统上,VoIP主要被用作标准的公共交换电话网(PSTN)的一种替代的远程通信方案;但是,VoIP在许多其他应用中也很有潜力。VoIP has traditionally been used primarily as an alternative telecommunications solution to the standard Public Switched Telephone Network (PSTN); however, VoIP has potential in many other applications as well.

因此,需要一种用于利用完整的VoIP功能来增强玩家之间的游戏体验的系统和方法。VoIP将被嵌入和集成到游戏中,并由游戏结合游戏状态来维护,无需用户独立和单独启动语音通信。语音数据交换将不限于交谈,而是将结合基于游戏的上下文以增强游戏体验。Therefore, what is needed is a system and method for enhancing the gaming experience between players utilizing full VoIP functionality. VoIP will be embedded and integrated into the game and maintained by the game in conjunction with the game state, eliminating the need for the user to independently and individually initiate voice communication. Voice data exchange will not be limited to conversations, but will incorporate game-based context to enhance the gaming experience.

发明内容Contents of the invention

本发明涉及使用IP语音传输(VoIP)来补充和增强基于网络的多玩家游戏中的参与者的体验的系统和方法。VoIP提供了在同一网络上与其他数据一起或与其他数据结合来发送语音数据的能力。The present invention relates to systems and methods for using Voice over IP (VoIP) to supplement and enhance the experience of participants in network-based multiplayer games. VoIP provides the ability to send voice data along with or in combination with other data on the same network.

本发明利用基于会话启动协议(SIP)的VoIP来在基于网络的游戏环境中的参与者之间提供游戏驱动的、基于上下文的语音交互。例如,除了允许玩家互相交谈、结盟、讨论策略以及协调队友和行动外,本发明规定了对具有单个共享上下文(例如,游戏环境中的同一物理位置或房间)的玩家之间的通信的限制。VoIP也可以用于提供更复杂的音频混合来传递与其他玩家相对于语音通信接收者的距离和位置有关的信息,例如,较远的玩家听起来比较远。The present invention utilizes VoIP over Session Initiation Protocol (SIP) to provide game-driven, context-based voice interaction between participants in a network-based gaming environment. For example, in addition to allowing players to talk to each other, form alliances, discuss strategy, and coordinate teammates and actions, the present invention imposes limitations on communication between players with a single shared context (e.g., the same physical location or room in a game environment). VoIP can also be used to provide more complex audio mixing to convey information about the distance and location of other players relative to the recipient of the voice communication, eg, players who are further away sound farther away.

为了达到以上目标,本发明在不同玩家集合或组之间利用游戏服务器控制的会议,并且根据游戏状态将玩家从一个会议动态切换到另一个会议。此外,更复杂的会议机制,例如利用其他游戏状态特征(如声源距听者的距离)的媒体混合,被用于控制如语音幅度之类的会议参数。To achieve the above goals, the present invention utilizes game server controlled sessions between different sets or groups of players, and dynamically switches players from one session to another based on game state. Additionally, more sophisticated conferencing mechanics, such as media mixing that exploit other game state characteristics such as the distance of sound sources from the listener, are used to control conferencing parameters such as speech amplitude.

每个用户(除诸如计算机之类的游戏系统外)还使用能够接收和发送音频信号的启用VoIP的设备。每个玩家除了接收游戏的可视状态,还接收来自游戏或其他玩家的相关音频通信。例如,在同一游戏房间或者同一队的玩家能够互相交谈。当玩家更改游戏房间时,与其可视状态的更改类似,音频也无缝地更改。本发明使用游戏服务器来自动指示对此类更改的要求并且动态地切换玩家而无需额外的玩家输入。Each user (in addition to a gaming system such as a computer) also uses a VoIP-enabled device capable of receiving and sending audio signals. In addition to receiving the visual state of the game, each player also receives related audio communications from the game or from other players. For example, players in the same game room or on the same team can talk to each other. Similar to how their visual state changes, the audio changes seamlessly as the player changes game rooms. The present invention uses the game server to automatically indicate the need for such changes and switch players dynamically without additional player input.

附图说明Description of drawings

图1是根据本发明的游戏系统的实施例的示意图;Figure 1 is a schematic diagram of an embodiment of a gaming system according to the present invention;

图2是根据本发明的游戏系统的另一实施例的示意图;Figure 2 is a schematic diagram of another embodiment of the game system according to the present invention;

图3是示出了游戏系统的组件之间的通信的示意图;Figure 3 is a schematic diagram illustrating communication between components of the gaming system;

图4是在本发明的游戏系统中使用的基于房间的环境的示意图;Figure 4 is a schematic diagram of a room-based environment used in the gaming system of the present invention;

图5是示出了根据本发明的创建音频会议的示意图;以及FIG. 5 is a schematic diagram showing the creation of an audio conference according to the present invention; and

图6是示出了根据本发明的修改音频会议的示意图。FIG. 6 is a schematic diagram illustrating a modified audio conference according to the present invention.

具体实施方式Detailed ways

首先参考图1和2,本发明涉及用于在基于网络的游戏环境中的多个参与者或玩家12之间提供同时的基于上下文的音频交互的系统10。音频交互包括在参与者之间传输包括语音通信的可听通信或信号。在如图1所示的一个实施例中,系统10包括与多个游戏参与者12通信的单个集中式游戏服务器14。在如图2所示的另一个实施例中,所述系统包括多个分布式游戏服务器14,其中每个游戏服务器14都与至少一个游戏参与者12关联。游戏服务器14可以是本领域中公知和可获得的并且能够主持动态多用户的基于网络的游戏环境以及为每个游戏参与者12维护游戏状态简档的任何类型的服务器。当系统10包括多个游戏服务器14时,每个游戏服务器都为每个游戏参与者12维护游戏状态简档。此信息可以存储在一个或多个与游戏服务器14通信的数据库16中。Referring first to FIGS. 1 and 2, the present invention relates to a system 10 for providing simultaneous context-based audio interaction among multiple participants or players 12 in a network-based gaming environment. Audio interaction includes the transmission of audible communications or signals, including voice communications, between participants. In one embodiment as shown in FIG. 1 , system 10 includes a single centralized game server 14 in communication with multiple game participants 12 . In another embodiment as shown in FIG. 2 , the system includes a plurality of distributed game servers 14 , wherein each game server 14 is associated with at least one game participant 12 . Game server 14 may be any type of server known and available in the art and capable of hosting a dynamic multi-user network-based gaming environment and maintaining a game state profile for each game participant 12. When system 10 includes multiple game servers 14 , each game server maintains a game state profile for each game participant 12 . This information may be stored in one or more databases 16 in communication with game server 14.

任何适合于实现IP语音传输(VoIP)会议的协议都可以用于本发明。优选地,所述协议为在VoIP应用中脱颖而出的会话启动协议(SIP)。因此,在一个实施例中,游戏服务器14包括SIP栈。SIP是一个类似超文本传输协议(HTTP)的协议,用于在用户组或位置之间建立会话。SIP在用户之间提供了多种功能,例如允许用户订阅在另一个用户位置处主持的感兴趣的事件,并且允许只要这些事件发生就接收到通知。有关SIP的更多详细信息可以在因特网架构委员会(IAB)的第3261号请求建议(RFC 3261)中找到。Any protocol suitable for implementing Voice over IP (VoIP) conferencing can be used with the present invention. Preferably, the protocol is Session Initiation Protocol (SIP), which stands out in VoIP applications. Thus, in one embodiment, game server 14 includes a SIP stack. SIP is a Hypertext Transfer Protocol (HTTP)-like protocol for establishing sessions between groups of users or locations. SIP provides functions between users, such as allowing a user to subscribe to events of interest hosted at another user's location, and to receive notifications whenever these events occur. More details on SIP can be found in Request for Recommendation 3261 (RFC 3261) of the Internet Architecture Board (IAB).

游戏服务器14通过一个或多个局域网或广域网18(例如,互联网或万维网)与参与者通信。其他适合的网络包括安全区域网,专用网,虚拟专用网和它们的组合。在一个实施例中,游戏服务器14使用SIP与游戏参与者12通信。Game server 14 communicates with participants via one or more local or wide area networks 18 (eg, the Internet or the World Wide Web). Other suitable networks include secure area networks, private networks, virtual private networks, and combinations thereof. In one embodiment, game server 14 communicates with game participants 12 using SIP.

所述系统还包括一个或多个与游戏服务器14通信的音频会议服务器20.在一个实施例中,游戏服务器14使用SIP与音频会议服务器20通信.音频会议服务器20可以是任何类型的能够在两个或更多游戏参与者12之间主持基于VoIP的音频会议的服务器.适合的服务器在本领域中是可获得的和公知的.会议服务器20和游戏服务器14还被联网到一起以便提供通信.在一个实施例中,会议服务器20和游戏服务器14通过广域网18通信.这可以是游戏服务器14通过其与游戏参与者12通信的同一网络,也可以是单独的网络.其他适合的网络包括局域网,安全区域网,专用网,虚拟专用网和它们的组合.The system also includes one or more audio conferencing servers 20 in communication with game servers 14. In one embodiment, game servers 14 communicate with audio conferencing servers 20 using SIP. Audio conferencing servers 20 can be any type of A server that hosts a VoIP-based audio conference between one or more game participants 12. Suitable servers are available and well known in the art. The conference server 20 and game server 14 are also networked together to provide communication. In one embodiment, conference server 20 and game server 14 communicate over wide area network 18. This may be the same network through which game server 14 communicates with game participants 12, or it may be a separate network. Other suitable networks include local area networks, Secure Area Networks, Private Networks, Virtual Private Networks and combinations thereof.

系统10还包括至少一个与音频服务器20通信并且能够为音频会议提供音频混合的音频混合器22。在一个实施例中,音频混合器22和音频服务器20通过广域网18通信。这可以是游戏服务器14通过其与游戏参与者12通信的同一网络,也可以是单独的网络。其他适合的网络包括局域网,安全区域网,专用网,虚拟专用网和它们的组合。在另一个实施例中,音频混合器22可以集中位于音频服务器20处,包括集成到音频会议服务器20中。System 10 also includes at least one audio mixer 22 in communication with audio server 20 and capable of providing audio mixing for an audio conference. In one embodiment, audio mixer 22 and audio server 20 communicate over wide area network 18 . This may be the same network through which the game server 14 communicates with the game participants 12, or it may be a separate network. Other suitable networks include local area networks, secure area networks, private networks, virtual private networks, and combinations thereof. In another embodiment, audio mixer 22 may be centrally located at audio server 20 , including integrated into audio conferencing server 20 .

为了参与音频会议,每个参与者12都具有能够发送和接收诸如语音通信之类的音频通信的音频通信设备24。适合的音频通信设备24包括IP电话26,基于软件的电话28和传统的通过公共交换电话网络(PSTN)32使用SIP网关接口的电话设备30。音频混合器22与每个音频通信设备24通信。在一个实施例中,音频混合器22和通信设备24通过广域网18通信。这可以是游戏服务器14通过其与游戏参与者12通信的同一网络,也可以是单独的网络。其他适合的网络包括局域网,安全区域网,专用网,虚拟专用网和它们的组合。在一个备选实施例中,多个分布式(例如地理上分散的)音频会议服务器20和音频混合器22可用于提高音频会议的性能。在此实施例中,每个音频混合器22和音频服务器20都与至少一个音频会议参与者12通信。在标题为“System and Apparatus for GeographicallyDistributed VoIP Service with Enhanced QoS”(用于具有增强的服务质量的地理上分散的VoIP服务的系统和装置,其全部内容在此引入作为参考)的美国专利申请No.10/697,834中描述了音频会议服务器20和混合器22的适合的分布式排列。To participate in the audio conference, each participant 12 has an audio communication device 24 capable of sending and receiving audio communications, such as voice communications. Suitable audio communication devices 24 include IP phones 26 , software-based phones 28 and conventional telephony devices 30 interfaced through a public switched telephone network (PSTN) 32 using a SIP gateway. An audio mixer 22 is in communication with each audio communication device 24 . In one embodiment, audio mixer 22 and communication device 24 communicate over wide area network 18 . This may be the same network through which the game server 14 communicates with the game participants 12, or it may be a separate network. Other suitable networks include local area networks, secure area networks, private networks, virtual private networks, and combinations thereof. In an alternative embodiment, multiple distributed (eg, geographically dispersed) audio conferencing servers 20 and audio mixers 22 may be used to improve the performance of the audio conferencing. In this embodiment, each audio mixer 22 and audio server 20 communicates with at least one audio conference participant 12 . In U.S. Patent Application No. entitled "System and Apparatus for Geographically Distributed VoIP Service with Enhanced QoS" (System and Apparatus for Geographically Distributed VoIP Service with Enhanced Quality of Service), the entire contents of which are hereby incorporated by reference. A suitable distributed arrangement of audio conferencing servers 20 and mixers 22 is described in 10/697,834.

响应于来自游戏服务器14的指令,音频会议服务器20在两个或更多参与者之间建立音频会议。音频混合器22根据音频会议服务器20的指示控制音频信号并将音频信号直接传送到每个音频通信设备24。游戏服务器14根据游戏参与者的游戏状态简档来启动和控制音频会议。例如,游戏服务器14使用游戏状态简档来确定要将哪个参与者12包括在给定的音频会议中。参与者12不启动或控制音频会议。因此,如图3中所示,游戏参与者12与游戏服务器14以及音频混合器22通信,但是不直接向会议服务器20发送指令或查询。In response to instructions from game server 14, audio conference server 20 establishes an audio conference between two or more participants. The audio mixer 22 controls the audio signal and transmits the audio signal directly to each audio communication device 24 according to the instructions of the audio conferencing server 20 . The game server 14 initiates and controls the audio conference according to the game state profiles of the game participants. For example, game server 14 uses the game state profile to determine which participant 12 to include in a given audio conference. Participant 12 does not initiate or control the audio conference. Thus, as shown in FIG. 3 , game participants 12 communicate with game server 14 and audio mixer 22 , but do not send instructions or queries directly to conference server 20 .

对于给定的音频会议,游戏服务器14根据每个游戏参与者12的当前游戏状态简档来确定或选择一组游戏参与者12。替代地,游戏服务器14管理多个同时和独立的音频会议,每个音频通信都包含一组两个或更多游戏参与者12。组中的参与者人数可以从一个(例如,以便听到回声)直到当前全部游戏参与者12的人数。通信可以是双向的或单向的(例如,偷听时)。每个游戏参与者12可以同时是两个或更多组的成员,参与两个或更多独立的音频会议。一般而言,给定组中的游戏参与者12具有一个或多个共享的游戏上下文。如此处使用的,共享上下文定义了游戏状态简档中一组允许两个或更多参与者之间的音频通信的参数或属性。For a given audio conference, game server 14 determines or selects a group of game participants 12 based on each game participant's 12 current game state profile. Alternatively, game server 14 manages multiple simultaneous and independent audio conferences, each audio communication involving a group of two or more game participants 12 . The number of participants in a group can range from one (for example, to hear an echo) up to the current number of all game participants 12 . Communication can be two-way or one-way (eg, when eavesdropping). Each game participant 12 may be simultaneously a member of two or more groups, participating in two or more independent audio conferences. In general, game participants 12 in a given group have one or more shared game contexts. As used herein, a shared context defines a set of parameters or attributes in a game state profile that allow audio communication between two or more participants.

例如,如图4中所示,共享上下文可以是物理邻近。如图所示,游戏环境包括物理结构34,例如,具有内部和外部区域以及多个房间36的房屋。音频会议组将包括位于同一区域或房间内的游戏参与者12。这可以被称为基于房间的会议或基于视图的会议。例如,在同一游戏房间中的玩家可以相互交谈(闲聊、谋划战略)。For example, as shown in FIG. 4, the shared context may be in physical proximity. As shown, the game environment includes a physical structure 34 , such as a house with interior and exterior areas and a number of rooms 36 . The audio conferencing group will include game participants 12 located in the same area or room. This may be referred to as room-based conferencing or view-based conferencing. For example, players in the same game room can chat with each other (chat, strategize).

当游戏参与者12在房间或区域之间移动时,游戏服务器14监视游戏状态简档的变化并在适当的组之间动态地切换游戏参与者12.游戏服务器14还可以根据游戏状态简档来删除组或建立新的组.当游戏参与者12改变房间时,音频与游戏的可视状态一起无缝地改变.改变不需要游戏参与者12的额外输入.As game participants 12 move between rooms or areas, game server 14 monitors game state profiles for changes and dynamically switches game participants 12 between appropriate groups. Game server 14 may also Delete groups or create new ones. When a game participant 12 changes rooms, the audio changes seamlessly along with the visual state of the game. Changes require no additional input from the game participant 12.

其他共享的上下文包括拥有通信介质(如双向无线电台)、组中的成员资格(如属于相同的飞行中队或军队)、心灵感应以及共用的语言。因此,本发明将游戏特定的上下文添加到参与者之间的通信,增强了游戏体验。Other shared contexts include possession of a communication medium (such as a two-way radio), membership in a group (such as belonging to the same squadron or army), telepathy, and a shared language. Thus, the present invention adds game-specific context to communications between participants, enhancing the gaming experience.

在本发明的另一个实施例中,通过使用复杂的传送给每个游戏参与者的音频信号的音频混合来进一步增强了游戏体验。一般而言,每个游戏参与者12都接收音频信号,该音频信号只是包含来自特定音频会议的组中所有其他游戏参与者22的累积输入。但是,根据本发明,所接收到的音频不仅仅是音频信号的直接组合,而是游戏状态相关的。例如,在足球赛中,玩家听到足球场上所有其他玩家的声音。这是包含所有在足球场上的游戏参与者的组。但是,来自各个玩家的声音的响亮程度取决于如与听者的距离之类的因素。因此,前锋听到的其他前锋与中场以及另一个队的防守队员的声音比自己所在队的防守队员的声音响亮些。这提供了更逼真的模拟体验并与游戏很好地集成。In another embodiment of the present invention, the gaming experience is further enhanced by the use of complex audio mixing of the audio signals delivered to each game participant. In general, each game participant 12 receives an audio signal that simply includes cumulative input from all other game participants 22 in the group for a particular audio session. However, according to the invention, the received audio is not just a direct combination of audio signals, but game state dependent. For example, in a soccer game, players hear all the other players on the soccer field. This is the group that contains all game participants on the soccer field. However, the loudness of the sound from each player depends on factors such as the distance from the listener. As a result, the striker hears the other strikers and midfielders and the other team's defenders louder than his own team's defenders. This provides a more realistic simulation experience and integrates well with games.

如图4所示,第一个参与者38接收包含∑(来自同一房间36中的所有其他参与者12的音频信号或声音)的音频信号。为了添加附加的上下文,在第一个参与者与房间中的每一个其他参与者之间定义了特征向量X。此特征向量由游戏服务器14根据游戏上下文特征来确定,所述特征包括但不限于距第一个参与者的距离、通信介质(空气,水,电话等)、传输频率、传输幅度、说话者的音调、房间音效以及房间布局(例如部分屏障40的存在)。游戏服务器14通过音频会议服务器20将每个游戏参与者12的特征向量发送给音频混合器22。As shown in FIG. 4, a first participant 38 receives an audio signal containing Σ (audio signals or sounds from all other participants 12 in the same room 36). To add additional context, a feature vector X is defined between the first participant and every other participant in the room. This feature vector is determined by the game server 14 based on game context features including, but not limited to, distance from the first participant, communication medium (air, water, telephone, etc.), frequency of transmission, amplitude of transmission, speaker's Tone, room acoustics, and room layout (eg presence of partial barriers 40). Game server 14 sends feature vectors for each game participant 12 to audio mixer 22 via audio conferencing server 20 .

可以为每个游戏参与者12规定单独的特征向量,或可以计算不同的特征向量,某些向量应用于组内的所有参与者,而某些向量针对某个或某一对参与者。A separate eigenvector can be specified for each game participant 12, or different eigenvectors can be calculated, some applying to all players in a group and some targeting a certain player or pair of players.

因此,第一个参与者接收到的音频信号是∑(X2(来自第二个参与者42的音频)+X3(来自第三个参与者44的音频)+X4(来自第四个参与者46的音频)+X5(来自第五个参与者48的音频))。可以对其他组成员做出类似的计算。Thus, the audio signal received by the first participant is Σ( X2 (audio from second participant 42)+ X3 (audio from third participant 44)+ X4 (audio from fourth Audio from participant 46)+ X5 (audio from fifth participant 48)). Similar calculations can be made for other group members.

此外,特征向量不仅可以指示音频信号的标量性质(如距离和响度),而且还可以指示方向信息(包括左右、上下和前后)。因此,根据第一个参与者38接收到的音频信号,该参与者将能够知道游戏环境中的第二个和第四个参与者42,46在左边和楼上,并且知道第二个参与者42比第四个参与者46远。方向信息尤其适合于立体环绕声、虚拟现实或全息应用。可以将特征向量的精确值设置为任何适于提供期望的游戏环境效果的值。Furthermore, feature vectors can indicate not only scalar properties of audio signals (such as distance and loudness), but also directional information (including left-right, up-down, and front-back). Thus, based on the audio signal received by the first player 38, that player will be able to know that the second and fourth players 42, 46 in the gaming environment are to the left and upstairs, and that the second player 42 is further than the fourth participant 46 . Orientation information is especially suitable for stereo surround sound, virtual reality or holographic applications. The exact value of the feature vector can be set to any value suitable for providing the desired game environment effect.

为了在基于网络的游戏环境中的多个游戏参与者12之间提供同时的基于上下文的音频交互,将建立包含多个游戏参与者12的基于网络的游戏环境。参考图5,为了加入游戏环境,每个游戏参与者12联系50游戏服务器14,并给出它用于与游戏结合的音频或语音通信的音频通信设备24的地址。在游戏参与者12已联系游戏服务器后,游戏参与者12可以进行游戏。在游戏进行时,游戏服务器(不管是集中式的还是分布式的)都为参加的每一个游戏参与者12维护游戏状态简档。In order to provide simultaneous context-based audio interaction between multiple game participants 12 in a network-based gaming environment, a network-based gaming environment containing multiple game participants 12 will be established. Referring to FIG. 5, in order to join the game environment, each game participant 12 contacts 50 the game server 14 and gives the address of its audio communication device 24 for audio or voice communication in conjunction with the game. After the game participant 12 has contacted the game server, the game participant 12 can play the game. As the game progresses, the game server (whether centralized or distributed) maintains a game state profile for each game player 12 participating.

对于集中式游戏服务器14的实施例,游戏服务器14充当所有游戏参与者12之间的纽带并且为每个游戏参与者12维护游戏状态简档.在分布式游戏服务器14的实施例中,由每一个分布式游戏服务器14来完成维护和交换游戏状态简档信息.在游戏服务器14与每个参与者12关联的实施例中,参与者12自身维护和交换游戏状态信息.在此实施例中,只要参与者12执行动作(移动,射击,离开等),该参与者12就通知所有其他参与者12这个动作,并且其他参与者相应地更新他们的游戏状态简档.For the centralized game server 14 embodiment, the game server 14 acts as a link between all game participants 12 and maintains a game state profile for each game participant 12. In a distributed game server 14 embodiment, each A distributed game server 14 is used to complete the maintenance and exchange of game state profile information. In an embodiment where a game server 14 is associated with each participant 12, the participant 12 maintains and exchanges game state information by itself. In this embodiment, Whenever a participant 12 performs an action (move, shoot, leave, etc.), that participant 12 notifies all other participants 12 of this action, and the other participants update their game state profiles accordingly.

在游戏参与者12已联系游戏服务器14并加入游戏后,游戏服务器14将参与者带入游戏并启动由游戏参与者标识的音频通信设备和游戏设备52,例如,使用SIP“INVITE”命令来邀请设备进入游戏。参与者通过发送其信号描述协议(SDP)(例如,通过使用SIP“OK”命令)来响应53。After the game participant 12 has contacted the game server 14 and joined the game, the game server 14 brings the participant into the game and activates the audio communication device and game device 52 identified by the game participant, e.g., using a SIP "INVITE" command to invite The device enters the game. The participant responds 53 by sending its Signal Description Protocol (SDP) (eg, by using a SIP "OK" command).

游戏服务器14为游戏中的每个参与者维护游戏状态简档,当参与者12加入或参加到游戏中时,根据本发明,游戏服务器14根据所述游戏状态简档在游戏参与者12之间建立一个或多个基于VoIP音频会议。优选地,游戏服务器建立基于SIP的VoIP音频会议。建立音频会议包括创建新会议以及修改或终止已存在的会议。The game server 14 maintains a game state profile for each participant in the game, when a participant 12 joins or participates in a game, according to the present invention, the game server 14 communicates among the game participants 12 according to the game state profile. Establish one or more VoIP-based audio conferences. Preferably, the game server establishes a SIP-based VoIP audio conference. Establishing an audio conference includes creating a new conference and modifying or terminating an existing conference.

在如图5所示的实施例中,游戏服务器14从接收的SDP获得游戏参与者12的媒体或音频路径信息。此信息被转发给音频会议服务器54,后者将其传送给音频混合器56,两者都使用例如SIP“INVITE”命令。音频混合器响应会议服务器58,后者响应游戏服务器60,两者都使用例如SIP“OK”命令。这些响应包含用于会议服务器和音频混合器的SDP。游戏服务器从这些SDP提取必要的媒体信息,并将此信息转发给游戏参与者62(例如,使用SIP“ACK”命令)。游戏服务器也使用例如SIP“ACK”命令来联系音频会议服务器64,后者依次联系音频混合器66。这建立了游戏参与者12与音频混合器22之间的音频路径68并使得音频路径68能够在VoIP音频会议中使用。In the embodiment shown in FIG. 5, the game server 14 obtains the media or audio path information of the game participant 12 from the received SDP. This information is forwarded to the audio conferencing server 54, which passes it on to the audio mixer 56, both using eg the SIP "INVITE" command. The audio mixer responds to the conference server 58, which responds to the game server 60, both using eg a SIP "OK" command. These responses contain SDPs for the conference server and audio mixer. The game server extracts the necessary media information from these SDPs and forwards this information to the game participants 62 (eg, using the SIP "ACK" command). The game server also contacts the audio conferencing server 64, which in turn contacts the audio mixer 66, using eg a SIP "ACK" command. This establishes the audio path 68 between the game participant 12 and the audio mixer 22 and enables the audio path 68 to be used in the VoIP audio conference.

在具有多个分布式游戏服务器的实施例中,与每个游戏参与者关联的游戏服务器直接使用会议服务器维护会话,并且取决于游戏状态,启动音频会议的建立和动态切换。在此实施例中,由客户侧实用工具完成游戏服务器执行的交互,并且与会议服务器的通信来自每一个参与者关联的游戏服务器。In an embodiment with multiple distributed game servers, the game server associated with each game participant maintains the session directly with the conference server and, depending on the game state, initiates the establishment and dynamic switching of the audio conference. In this embodiment, the interaction performed by the game server is done by a client-side utility, and the communication with the conference server comes from the game server associated with each participant.

当建立音频会议时,游戏服务器14确定至少一组或多组游戏参与者,所述参与者拥有允许在该组中的游戏参与者之间传送或接收音频通信的共享上下文。游戏服务器14根据每个组中的游戏参与者的游戏状态简档的改变来维护或修改这些参与者。这包括向组添加参与者或从组移除参与者以及将至少一个参与者在两个不同的组之间切换。在对游戏或音频会议没有任何打扰或无需来自参与者的额外输入的情况下,由游戏服务器动态和无缝地完成参与者在组间的切换。在基于房间的会议实例中,游戏参与者一移动到另一个房间,游戏服务器就注意到此改变并且将该参与者切换到与新房间关联的音频会议。通常,游戏参与者并不与会议服务器自身进行任何SIP信号发送。游戏服务器充当连续的用户代理并代表其维护它们的会话,设置媒体路径指向每个音频通信设备。When establishing an audio conference, game server 14 determines at least one or more groups of game participants that possess a shared context that allows audio communications to be transmitted or received between game participants in the group. Game server 14 maintains or modifies game participants in each group according to changes in their game state profiles. This includes adding or removing participants to or from a group and switching at least one participant between two different groups. Switching participants between groups is done dynamically and seamlessly by the game server without any disruption to the game or audio conference or the need for additional input from the participants. In the room-based conferencing example, as soon as a game participant moves to another room, the game server notices the change and switches the participant to the audio conference associated with the new room. Typically, the game participants do not do any SIP signaling with the conference server itself. Game servers act as continuous user agents and maintain their sessions on their behalf, setting up media paths to each audio communication device.

参考图6,当游戏参与者12在游戏环境中移动或行动时,此信息被传送给游戏服务器70。如果该游戏参与者12的动作或运动指示了将该参与者从一个会议组转移到另一个会议组的需要,则游戏服务器14更新在音频混合器22和游戏参与者12两者处的媒体信息。游戏服务器14通过将游戏参与者从音频会议移除来启动转移过程,例如,通过发送SIP“BYE”命令给会议服务器72,后者发送SIP“BYE”命令给音频混合器74。所述改变被往回向游戏服务器14确认,例如,通过发送SIP“OK”命令给会议服务器76,后者发送SIP“OK”命令给游戏服务器78。Referring to FIG. 6, this information is transmitted to the game server 70 as the game participant 12 moves or acts in the game environment. If the action or movement of the game participant 12 indicates the need to transfer the participant from one conference group to another, the game server 14 updates the media information at both the audio mixer 22 and the game participant 12 . Game server 14 initiates the transfer process by removing game participants from the audio conference, for example, by sending a SIP “BYE” command to conference server 72 which sends a SIP “BYE” command to audio mixer 74 . The change is confirmed back to the game server 14, for example, by sending a SIP "OK" command to the conference server 76, which sends a SIP "OK" command to the game server 78.

游戏服务器14然后使用例如SIP“RE-INVITE”命令获得游戏参与者80的媒体或音频路径信息。此信息被转发给音频会议服务器54,后者将其传递给音频混合器56,两者都使用例如SIP“INVITE”命令。音频混合器响应会议服务器58,后者响应游戏服务器60,两者都使用例如SIP“OK”命令。这些响应包含会议服务器和音频混合器的SDP。游戏服务器从这些SDP提取必要的媒体信息并将此信息转发给游戏参与者62(例如,使用SIP“ACK”命令)。游戏服务器也使用例如SIP“ACK”命令来联系音频会议服务器64,后者依次联系音频混合器66。这建立了游戏参与者12与音频混合器22之间的音频路径68并使得音频路径68能够在VoIP音频会议中使用。Game server 14 then obtains media or audio path information for game participant 80 using, for example, a SIP "RE-INVITE" command. This information is forwarded to the audio conferencing server 54, which passes it on to the audio mixer 56, both using eg the SIP "INVITE" command. The audio mixer responds to the conference server 58, which responds to the game server 60, both using eg a SIP "OK" command. These responses contain the SDPs of the conference server and audio mixer. The game server extracts the necessary media information from these SDPs and forwards this information to the game participants 62 (eg, using the SIP "ACK" command). The game server also contacts the audio conferencing server 64, which in turn contacts the audio mixer 66, using eg a SIP "ACK" command. This establishes the audio path 68 between the game participant 12 and the audio mixer 22 and enables the audio path 68 to be used in the VoIP audio conference.

在一个实施例中,建立音频会议包括将包含来自所有其他音频会议参与者的所有已接收音频信号的总和的音频信号传送给每个音频会议参与者。优选地,游戏服务器根据与参与者关联的游戏状态简档来确定每一对音频会议参与者的音频特征向量,并且根据所述音频特征向量来修改在该对音频会议参与者之间传送的音频信号。在一个实施例中,游戏服务器修改所述音频特征向量以响应音频会议参与者的游戏状态简档的改变。In one embodiment, establishing an audio conference includes transmitting to each audio conference participant an audio signal comprising a sum of all received audio signals from all other audio conference participants. Preferably, the game server determines audio feature vectors for each pair of audio conference participants based on game state profiles associated with the participants, and modifies audio transmitted between the pair of audio conference participants based on the audio feature vectors. Signal. In one embodiment, the game server modifies the audio feature vector in response to a change in the audio conference participant's game state profile.

在一个实施例中,游戏服务器将所述特征向量传送给会议服务器和音频混合器。这可以通过以下操作来完成:会议服务器预订在游戏服务器处的此类信息(使用例如SIP“SUBSCRIBE”命令),并且游戏服务器将包含玩家的此类特征向量的消息发送给会议服务器(使用例如SIP“NOTIFY”命令)。In one embodiment, the game server communicates the feature vector to the conference server and audio mixer. This can be done by the conference server subscribing to such information at the game server (using e.g. the SIP "SUBSCRIBE" command), and the game server sending a message containing such feature vectors of the players to the conference server (using e.g. SIP "NOTIFY" command).

本发明还涉及包含计算机可执行代码的计算机可读介质,当所述计算机可执行代码被计算机读取时,将导致所述计算机执行用于在基于网络的游戏环境中的多个参与者之间提供同时的基于上下文的音频交互的方法。在一个实施例中,由游戏服务器来维护、读取和执行此代码。The present invention also relates to a computer-readable medium containing computer-executable code that, when read by a computer, causes the computer to execute a Provides methods for simultaneous context-based audio interaction. In one embodiment, this code is maintained, read and executed by the game server.

虽然显而易见的是,此处披露的本发明的示例性实施例实现了本发明的目标,但是可以理解,本领域的技术人员可以设计大量修改和其他实施例。此外,来自任何实施例的特征(多个)和/或元素(多个)可以单独使用或与一个或多个其他实施例结合使用。因此,可以理解,所附权利要求旨在覆盖将进入本发明的精神和范围之内的所有此类修改和实施例。While it will be apparent that the exemplary embodiments of the invention disclosed herein achieve the objectives of the invention, it is to be understood that numerous modifications and other embodiments will be devised by those skilled in the art. Furthermore, feature(s) and/or element(s) from any embodiment may be used alone or in combination with one or more other embodiments. It is, therefore, to be understood that the appended claims are intended to cover all such modifications and embodiments as fall within the spirit and scope of the invention.

Claims (25)

1.一种用于在基于网络的游戏环境中的多个参与者之间提供同时的基于上下文的音频交互的系统,所述系统包括:1. A system for providing simultaneous context-based audio interaction between a plurality of participants in a network-based gaming environment, the system comprising: 与多个游戏参与者通信的游戏服务器,所述游戏服务器能够主持所述基于网络的游戏环境并为每个游戏参与者维护游戏状态简档;以及a game server in communication with a plurality of game participants, the game server capable of hosting the network-based gaming environment and maintaining a game state profile for each game participant; and 与所述游戏服务器通信的音频会议服务器,所述音频会议服务器能够在两个或更多游戏参与者之间主持基于IP语音传输的音频会议;an audio conferencing server in communication with the game server, the audio conferencing server capable of hosting a voice-over-IP audio conference between two or more game participants; 其中所述音频会议服务器建立所述音频会议以响应来自所述游戏服务器的指令。Wherein the audio conference server establishes the audio conference in response to an instruction from the game server. 2.如权利要求1中所述的系统,其中所述游戏服务器根据所述游戏参与者的所述游戏状态简档来确定所述音频会议中的参与者。2. The system of claim 1, wherein the game server determines the participants in the audio conference based on the game state profiles of the game participants. 3.如权利要求1中所述的系统,其中所述音频会议中的所述参与者包括共享的上下文。3. The system of claim 1, wherein the participants in the audio conference include a shared context. 4.如权利要求1中所述的系统,其中所述游戏服务器包括会话启动协议栈,并且所述音频会议是基于会话启动协议的IP语音传输通信。4. The system of claim 1, wherein the game server includes a session initiation protocol stack, and the audio conference is a session initiation protocol based voice over IP communication. 5.如权利要求1中所述的系统,其中每个参与者包括音频通信设备,并且所述系统包括至少一个与所述音频会议服务器和每个参与者音频通信设备通信的音频混合器以便为所述音频会议提供音频混合。5. The system of claim 1 , wherein each participant includes an audio communication device, and the system includes at least one audio mixer in communication with the audio conferencing server and each participant audio communication device to provide The audio conferencing provides audio mixing. 6.如权利要求5中所述的系统,其中所述音频通信设备包括IP电话、基于软件的电话或传统的电话设备。6. The system as recited in claim 5, wherein the audio communication device comprises an IP phone, a software-based phone, or a traditional phone device. 7.如权利要求5中所述的系统,其中所述音频混合器集中地位于所述音频会议服务器处。7. The system of claim 5, wherein the audio mixer is centrally located at the audio conferencing server. 8.如权利要求5中所述的系统,还包括多个分布式音频混合器,每个音频混合器都与所述音频会议参与者中的一个参与者通信。8. The system of claim 5, further comprising a plurality of distributed audio mixers, each audio mixer in communication with one of the audio conference participants. 9.如权利要求1中所述的系统,其中所述游戏服务器能够管理多个同时和独立的音频会议,每个音频会议通信包括两个或更多游戏参与者。9. The system as recited in claim 1, wherein the game server is capable of managing multiple simultaneous and independent audio conferences, each audio conference communication involving two or more game participants. 10.如权利要求9中所述的系统,其中每个游戏参与者都能够同时参与两个或更多独立的音频会议。10. The system as claimed in claim 9, wherein each game participant is capable of simultaneously participating in two or more independent audio conferences. 11.如权利要求1中所述的系统,还包括多个与所述游戏服务器通信的分布式音频服务器,每个音频服务器都能够在两个或更多游戏参与者之间主持音频会议。11. The system of claim 1, further comprising a plurality of distributed audio servers in communication with the game server, each audio server capable of hosting an audio conference between two or more game participants. 12.如权利要求1中所述的系统,还包括多个分布式游戏服务器。12. The system of claim 1, further comprising a plurality of distributed game servers. 13.一种用于在基于网络的游戏环境中的多个参与者之间提供同时的基于上下文的音频交互的方法,所述方法包括:13. A method for providing simultaneous context-based audio interaction between a plurality of participants in a network-based gaming environment, the method comprising: 建立包含多个游戏参与者的基于网络的游戏环境;Create a web-based gaming environment with multiple game participants; 为所述游戏参与者中的每个游戏参与者维护游戏状态简档;以及maintaining a game state profile for each of the game participants; and 根据所述游戏状态简档在所述游戏参与者之间建立一个或多个基于IP语音传输的音频会议。One or more voice-over-IP audio conferences are established between the game participants based on the game state profile. 14.如权利要求13中所述的方法,其中所述维护游戏状态简档的步骤包括在单个集中式游戏服务器中为每个参与者维护游戏状态简档。14. A method as claimed in claim 13, wherein said step of maintaining a game state profile comprises maintaining a game state profile for each participant in a single centralized game server. 15.如权利要求13中所述的方法,其中所述维护游戏状态简档的步骤包括在与每个参与者关联的多个分布式游戏服务器中的每个游戏服务器中为每个参与者维护游戏状态简档.15. The method as recited in claim 13, wherein said step of maintaining a game state profile comprises maintaining a game state profile for each participant in each of a plurality of distributed game servers associated with each participant. Game state profile. 16.如权利要求13中所述的方法,其中所述建立音频会议的步骤包括建立基于会话启动协议的基于IP语音传输的音频会议。16. The method as recited in claim 13, wherein said step of establishing an audio conference comprises establishing a Session Initiation Protocol-based Voice over IP audio conference. 17.如权利要求13中所述的方法,其中所述建立音频会议的步骤包括确定至少一组拥有允许在该组中的游戏参与者之间传送或接收音频通信的共享上下文的游戏参与者。17. The method as recited in claim 13, wherein said step of establishing an audio conference includes determining at least one group of game participants that possess a shared context that allows audio communications to be transmitted or received between game participants in the group. 18.如权利要求17中所述的方法,还包括根据所述组内的游戏参与者的所述游戏状态简档的改变来修改所述参与者组。18. The method of claim 17, further comprising modifying the group of participants based on changes in the game state profiles of game participants within the group. 19.如权利要求18中所述的方法,其中所述修改参与者组的步骤包括移除或添加参与者。19. A method as claimed in claim 18, wherein said step of modifying a group of participants comprises removing or adding participants. 20.如权利要求17中所述的方法,还包括确定多组参与者,其中每组游戏参与者都拥有允许在该组中的游戏参与者之间传送或接收音频通信的共享上下文。20. The method as recited in claim 17, further comprising determining groups of players, wherein each group of game players owns a shared context that allows audio communications to be transmitted or received between game players in the group. 21.如权利要求20中所述的方法,还包括在两个不同的组之间动态地切换至少一个参与者。21. A method as claimed in claim 20, further comprising dynamically switching at least one participant between two different groups. 22.如权利要求13中所述的方法,其中所述建立音频会议的步骤包括将包含来自所有其他音频会议参与者的所有已接收音频信号的总和的音频信号传送给每个音频会议参与者。22. A method as claimed in claim 13, wherein said step of establishing an audio conference includes transmitting to each audio conference participant an audio signal comprising a sum of all received audio signals from all other audio conference participants. 23.如权利要求13中所述的方法,其中所述建立音频会议的步骤包括根据与参与者关联的所述游戏状态简档来确定每一对音频会议参与者的音频特征向量;以及23. The method of claim 13 , wherein said step of establishing an audio conference includes determining audio feature vectors for each pair of audio conference participants based on said game state profiles associated with the participants; and 根据所述音频特征向量来修改在该对音频会议参与者之间传送的音频信号。An audio signal communicated between the pair of audio conference participants is modified according to the audio feature vector. 24.如权利要求23中所述的方法,其中所述音频特征向量包括与距离、方向、通信介质、传输频率或传输幅度有关的信息。24. The method as claimed in claim 23, wherein the audio feature vector includes information related to distance, direction, communication medium, transmission frequency or transmission amplitude. 25.如权利要求23中所述的方法,还包括修改所述音频特征向量以响应所述音频会议参与者的所述游戏状态简档的改变。25. The method of claim 23, further comprising modifying the audio feature vector in response to a change in the game state profile of the audio conference participant.
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